I removed all Light OFF commands I had. I even deleted the json file to create a new one. Lights are always off when entering from room 1 into room 2.
When I start in room 2 without going from one to the other, the lights are enabled! So something seems to be conflicting.. But I didn't change anything - it used to work before one of your latest updates from the last few days. I tested this part and it always worked. Did you keep the old script so I can verify that it worked with the old one? Maybe this has to do with the way you handle LightSourceID's now? I really don't know.
When I go back to room 1 then, lights are off there aswell. ALL lights are off in any room you enter..
Edit: Everything was created from the ingame editor
You can get a list of all older versions
here. (please note that one commit doesn't mean one version, one commit is often equal to one card
here)
Here is commit for v.1.5.0
Here is commit for v.1.4.1
Here is commit for v.1.4.0
Here is commit for v.1.3.0 (which is from February)
I hope it helps you find what version causes the problem so we can find what happens.
If you can't find anything and don't mind, do not hesitate to send me a copy of your game in dm. I won't use it for anything but to find what's the problem, and possibly correct the plugin or tell everyone what they can do if they face the same problem.
EDIT : I just realized that event lights all have the same id, and they get their temporary value from the same light. If just one of them is turned off, they should all be turned off too. Happens with hue, too. Maybe that's your issue.
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LightingTool v.1.7.0 and GameEditor v1.2.1 out!
Changelog said:
+ Add the possibility to select multiple lights in Light commands.
+ Add random flick effect: flick doesn't happen at a specified interval.
+ Add the possibility to create lights in battle.
+ Add the possibility to create lights that are turned off by default.
* Correct a bug that corrupt save file if a light limit is set on a light and that light is deleted.
* Correct a bug that causes all the event lights to have id eundefined.
* Correct a bug that causes all the editor lights to have the same id.
To set the default power of an event light to off, simply add
.turnOff() at the end of the line. To do the same with editor lights, you have a new `Powered` configuration line set to
true by default, just change it to
false.
To create lights in battle, just start one and open the game editor with tab. You can also add lights to enemies in database, in the "Notes" part, simply put
<Light:yourLight> and replace
yourLight by the light you want, just as you would do for event lights.
To select multiple lights with Light commands, follow this guide:
Specifying
a-b as an id with a and b being integers will select all lights from a to b, inclusive. To select a range of event lights, just specify
ea-b, with a and b being integers. Non-existing lights ids will be ignored without any warning.
You can specify a list of ids with
[id1, id2, id3], and you can use ranges in that list.
For example, you can select
1-5 for lights from 1 to 5,
e4-9 for event lights from 4 to 9 and
[1, 4, e6, 9-13, e8-10] to select lights with id 1, 4, 9 to 13 and event lights with id 6 and 8 to 10.
All these information can be found in the description of the plugin. If anything isn't clear, please look at it and if you still don't know how to do something, just ask me.